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mobutils.cpp
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/*
===========================================================================
Copyright (c) 2010-2015 Darkstar Dev Teams
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/
===========================================================================
*/
#include "../../common/utils.h"
#include <math.h>
#include "battleutils.h"
#include "../grades.h"
#include "../trait.h"
#include "mobutils.h"
#include "petutils.h"
#include "zoneutils.h"
#include "../lua/luautils.h"
#include "../mob_modifier.h"
#include "../mob_spell_list.h"
#include "../spell.h"
#include "../items/item_weapon.h"
#include "../status_effect_container.h"
#include "../mob_spell_container.h"
#include <vector>
#include "../packets/action.h"
namespace mobutils
{
ModsMap_t mobFamilyModsList;
ModsMap_t mobPoolModsList;
ModsMap_t mobSpawnModsList;
/************************************************************************
* *
* Расчет базовой величины оружия монстров *
* *
************************************************************************/
uint16 GetWeaponDamage(CMobEntity* PMob)
{
uint16 lvl = PMob->GetMLevel();
uint8 bonus = 0;
if (lvl >= 75)
{
bonus = 3;
}
else if (lvl >= 60)
{
bonus = 2;
}
else if (lvl >= 50)
{
bonus = 1;
}
uint16 damage = lvl + bonus;
damage = (uint16)(damage * PMob->m_dmgMult / 100.0f);
if (PMob->getMobMod(MOBMOD_WEAPON_BONUS) != 0)
{
damage = (uint16)(damage * PMob->getMobMod(MOBMOD_WEAPON_BONUS) / 100.0f);
}
return damage;
}
uint16 GetMagicEvasion(CMobEntity* PMob)
{
uint8 mEvaRank = 3;
return GetBase(PMob, mEvaRank);
}
uint16 GetEvasion(CMobEntity* PMob)
{
uint8 evaRank = PMob->evaRank;
// Mob evasion is based on job
// but occasionally war mobs
// might have a different rank
switch (PMob->GetMJob())
{
case JOB_THF:
case JOB_NIN:
evaRank = 1;
break;
case JOB_MNK:
case JOB_DNC:
case JOB_SAM:
case JOB_PUP:
case JOB_RUN:
evaRank = 2;
break;
case JOB_RDM:
case JOB_BRD:
case JOB_GEO:
case JOB_COR:
evaRank = 4;
break;
case JOB_WHM:
case JOB_SCH:
case JOB_RNG:
case JOB_SMN:
case JOB_BLM:
evaRank = 5;
break;
default:
break;
}
return GetBase(PMob, evaRank);
}
/************************************************************************
* *
* Базовое значение для расчера характеристик *
* (на название не хватило фантазии) *
* *
************************************************************************/
uint16 GetBaseToRank(uint8 rank, uint16 lvl)
{
switch (rank)
{
case 1: return (5+((lvl-1)*50)/100); // A
case 2: return (4+((lvl-1)*45)/100); // B
case 3: return (4+((lvl-1)*40)/100); // C
case 4: return (3+((lvl-1)*35)/100); // D
case 5: return (3+((lvl-1)*30)/100); // E
case 6: return (2+((lvl-1)*25)/100); // F
case 7: return (2+((lvl-1)*20)/100); // G
}
return 0;
}
/************************************************************************
* *
* Базовое значение для расчерта защиты и уклонения *
* (на название не хватило фантазии) *
* *
************************************************************************/
uint16 GetBase(CMobEntity * PMob, uint8 rank)
{
uint8 lvl = PMob->GetMLevel();
if(lvl > 50){
switch(rank){
case 1: // A
return (uint16)(153 + (lvl - 50) * 5.0f);
case 2: // B
return (uint16)(147 + (lvl - 50) * 4.9f);
case 3: // C
return (uint16)(136 + (lvl - 50) * 4.8f);
case 4: // D
return (uint16)(126 + (lvl - 50) * 4.7f);
case 5: // E
return (uint16)(116 + (lvl - 50) * 4.5f);
case 6: // F
return (uint16)(106 + (lvl - 50) * 4.4f);
case 7: // G
return (uint16)(96 + (lvl - 50) * 4.3f);
}
} else {
switch(rank){
case 1:
return (uint16)(6 + (lvl - 1) * 3.0f);
case 2:
return (uint16)(5 + (lvl - 1) * 2.9f);
case 3:
return (uint16)(5 + (lvl - 1) * 2.8f);
case 4:
return (uint16)(4 + (lvl - 1) * 2.7f);
case 5:
return (uint16)(4 + (lvl - 1) * 2.5f);
case 6:
return (uint16)(3 + (lvl - 1) * 2.4f);
case 7:
return (uint16)(3 + (lvl - 1) * 2.3f);
}
}
ShowError("Mobutils::GetBase rank (%d) is out of bounds for mob (%u) \n", rank, PMob->id);
return 0;
}
/************************************************************************
* *
* Расчет атрибутов (характеристик) монстра *
* *
************************************************************************/
void CalculateStats(CMobEntity * PMob)
{
// remove all to keep mods in sync
PMob->StatusEffectContainer->KillAllStatusEffect();
PMob->restoreModifiers();
PMob->restoreMobModifiers();
bool isNM = PMob->m_Type & MOBTYPE_NOTORIOUS;
JOBTYPE mJob = PMob->GetMJob();
JOBTYPE sJob = PMob->GetSJob();
uint8 mLvl = PMob->GetMLevel();
ZONETYPE zoneType = PMob->loc.zone->GetType();
if(PMob->HPmodifier == 0)
{
float hpScale = PMob->HPscale;
if (PMob->getMobMod(MOBMOD_HP_SCALE) != 0)
{
hpScale = (float)PMob->getMobMod(MOBMOD_HP_SCALE) / 100.0f;
}
float growth = 1.06f;
float petGrowth = 0.75f;
float base = 18.0f;
//give hp boost every 10 levels after 25
//special boosts at 25 and 50
if(mLvl > 75)
{
growth = 1.28f;
petGrowth = 1.03f;
}
else if(mLvl > 65)
{
growth = 1.27f;
petGrowth = 1.02f;
}
else if(mLvl > 55)
{
growth = 1.25f;
petGrowth = 0.99f;
}
else if(mLvl > 50)
{
growth = 1.21f;
petGrowth = 0.96f;
}
else if(mLvl > 45)
{
growth = 1.17f;
petGrowth = 0.95f;
}
else if(mLvl > 35)
{
growth = 1.14f;
petGrowth = 0.92f;
}
else if(mLvl > 25)
{
growth = 1.1f;
petGrowth = 0.82f;
}
// pets have lower health
if(PMob->PMaster != nullptr)
{
growth = petGrowth;
}
PMob->health.maxhp = (int16)(base * pow(mLvl, growth) * hpScale);
if(isNM)
{
PMob->health.maxhp = (int32)(PMob->health.maxhp * 2.0f);
if(mLvl > 75){
PMob->health.maxhp = (int32)(PMob->health.maxhp * 2.5f);
}
}
}
else
{
PMob->health.maxhp = PMob->HPmodifier;
}
if(isNM)
{
PMob->health.maxhp = (int32)(PMob->health.maxhp * map_config.nm_hp_multiplier);
}
else
{
PMob->health.maxhp = (int32)(PMob->health.maxhp * map_config.mob_hp_multiplier);
}
bool hasMp = false;
switch(mJob){
case JOB_PLD:
case JOB_WHM:
case JOB_BLM:
case JOB_RDM:
case JOB_DRK:
case JOB_BLU:
case JOB_SCH:
case JOB_SMN:
hasMp = true;
break;
default:
break;
}
switch(sJob){
case JOB_PLD:
case JOB_WHM:
case JOB_BLM:
case JOB_RDM:
case JOB_DRK:
case JOB_BLU:
case JOB_SCH:
case JOB_SMN:
hasMp = true;
break;
default:
break;
}
if(PMob->getMobMod(MOBMOD_MP_BASE))
{
hasMp = true;
}
if(hasMp)
{
float scale = PMob->MPscale;
if(PMob->getMobMod(MOBMOD_MP_BASE))
{
scale = (float)PMob->getMobMod(MOBMOD_MP_BASE) / 100.0f;
}
if(PMob->MPmodifier == 0)
{
PMob->health.maxmp = (int16)(18.2 * pow(mLvl,1.1075) * scale) + 10;
if(isNM)
{
PMob->health.maxmp = (int32)(PMob->health.maxmp * 1.5f);
if(mLvl>75)
{
PMob->health.maxmp = (int32)(PMob->health.maxmp * 1.5f);
}
}
}
else
{
PMob->health.maxmp = PMob->MPmodifier;
}
if(isNM)
{
PMob->health.maxmp = (int32)(PMob->health.maxmp * map_config.nm_mp_multiplier);
}
else
{
PMob->health.maxmp = (int32)(PMob->health.maxmp * map_config.mob_mp_multiplier);
}
}
PMob->UpdateHealth();
PMob->health.tp = 0;
PMob->health.hp = PMob->GetMaxHP();
PMob->health.mp = PMob->GetMaxMP();
((CItemWeapon*)PMob->m_Weapons[SLOT_MAIN])->setDamage(GetWeaponDamage(PMob));
//reduce weapon delay of MNK
if(PMob->GetMJob()==JOB_MNK){
((CItemWeapon*)PMob->m_Weapons[SLOT_MAIN])->resetDelay();
}
uint16 fSTR = GetBaseToRank(PMob->strRank, mLvl);
uint16 fDEX = GetBaseToRank(PMob->dexRank, mLvl);
uint16 fVIT = GetBaseToRank(PMob->vitRank, mLvl);
uint16 fAGI = GetBaseToRank(PMob->agiRank, mLvl);
uint16 fINT = GetBaseToRank(PMob->intRank, mLvl);
uint16 fMND = GetBaseToRank(PMob->mndRank, mLvl);
uint16 fCHR = GetBaseToRank(PMob->chrRank, mLvl);
uint16 mSTR = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),2), mLvl);
uint16 mDEX = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),3), mLvl);
uint16 mVIT = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),4), mLvl);
uint16 mAGI = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),5), mLvl);
uint16 mINT = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),6), mLvl);
uint16 mMND = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),7), mLvl);
uint16 mCHR = GetBaseToRank(grade::GetJobGrade(PMob->GetMJob(),8), mLvl);
uint16 sSTR = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),2), PMob->GetSLevel());
uint16 sDEX = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),3), PMob->GetSLevel());
uint16 sVIT = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),4), PMob->GetSLevel());
uint16 sAGI = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),5), PMob->GetSLevel());
uint16 sINT = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),6), PMob->GetSLevel());
uint16 sMND = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),7), PMob->GetSLevel());
uint16 sCHR = GetBaseToRank(grade::GetJobGrade(PMob->GetSJob(),8), PMob->GetSLevel());
if(PMob->GetSLevel() > 15)
{
sSTR /= 2;
sDEX /= 2;
sAGI /= 2;
sINT /= 2;
sMND /= 2;
sCHR /= 2;
sVIT /= 2;
}
else
{
sSTR = 0;
sDEX = 0;
sAGI = 0;
sINT = 0;
sMND = 0;
sCHR = 0;
sVIT = 0;
}
PMob->stats.STR = fSTR + mSTR + sSTR;
PMob->stats.DEX = fDEX + mDEX + sDEX;
PMob->stats.VIT = fVIT + mVIT + sVIT;
PMob->stats.AGI = fAGI + mAGI + sAGI;
PMob->stats.INT = fINT + mINT + sINT;
PMob->stats.MND = fMND + mMND + sMND;
PMob->stats.CHR = fCHR + mCHR + sCHR;
if(isNM)
{
PMob->stats.STR = (uint16)(PMob->stats.STR * 1.5f * map_config.nm_stat_multiplier);
PMob->stats.DEX = (uint16)(PMob->stats.DEX * 1.5f * map_config.nm_stat_multiplier);
PMob->stats.VIT = (uint16)(PMob->stats.VIT * 1.5f * map_config.nm_stat_multiplier);
PMob->stats.AGI = (uint16)(PMob->stats.AGI * 1.5f * map_config.nm_stat_multiplier);
PMob->stats.INT = (uint16)(PMob->stats.INT * 1.5f * map_config.nm_stat_multiplier);
PMob->stats.MND = (uint16)(PMob->stats.MND * 1.5f * map_config.nm_stat_multiplier);
PMob->stats.CHR = (uint16)(PMob->stats.CHR * 1.5f * map_config.nm_stat_multiplier);
}
else
{
PMob->stats.STR = (uint16)(PMob->stats.STR * map_config.mob_stat_multiplier);
PMob->stats.DEX = (uint16)(PMob->stats.DEX * map_config.mob_stat_multiplier);
PMob->stats.VIT = (uint16)(PMob->stats.VIT * map_config.mob_stat_multiplier);
PMob->stats.AGI = (uint16)(PMob->stats.AGI * map_config.mob_stat_multiplier);
PMob->stats.INT = (uint16)(PMob->stats.INT * map_config.mob_stat_multiplier);
PMob->stats.MND = (uint16)(PMob->stats.MND * map_config.mob_stat_multiplier);
PMob->stats.CHR = (uint16)(PMob->stats.CHR * map_config.mob_stat_multiplier);
}
// special case, give spell list to my pet
if(PMob->getMobMod(MOBMOD_PET_SPELL_LIST) && PMob->PPet != nullptr)
{
// Stubborn_Dredvodd
CMobEntity* PPet = (CMobEntity*)PMob->PPet;
// give pet spell list
PPet->m_SpellListContainer = mobSpellList::GetMobSpellList(PMob->getMobMod(MOBMOD_PET_SPELL_LIST));
}
if(PMob->getMobMod(MOBMOD_SPELL_LIST))
{
PMob->m_SpellListContainer = mobSpellList::GetMobSpellList(PMob->getMobMod(MOBMOD_SPELL_LIST));
}
// cap all stats for mLvl / job
for (int i=SKILL_DIVINE_MAGIC; i <=SKILL_BLUE_MAGIC; i++)
{
uint16 maxSkill = battleutils::GetMaxSkill((SKILLTYPE)i,PMob->GetMJob(),mLvl > 99 ? 99 : mLvl);
if (maxSkill != 0)
{
PMob->WorkingSkills.skill[i] = maxSkill;
}
else //if the mob is WAR/BLM and can cast spell
{
// set skill as high as main level, so their spells won't get resisted
uint16 maxSubSkill = battleutils::GetMaxSkill((SKILLTYPE)i,PMob->GetSJob(),mLvl > 99 ? 99 : mLvl);
if (maxSubSkill != 0)
{
PMob->WorkingSkills.skill[i] = maxSubSkill;
}
}
}
for (int i=SKILL_HAND_TO_HAND; i <=SKILL_STAFF; i++)
{
uint16 maxSkill = battleutils::GetMaxSkill(3, mLvl > 99 ? 99 : mLvl);
if (maxSkill != 0)
{
PMob->WorkingSkills.skill[i] = maxSkill;
}
}
PMob->addModifier(Mod::DEF, GetBase(PMob,PMob->defRank));
PMob->addModifier(Mod::EVA, GetEvasion(PMob));
PMob->addModifier(Mod::ATT, GetBase(PMob,PMob->attRank));
PMob->addModifier(Mod::ACC, GetBase(PMob,PMob->accRank));
//natural magic evasion
PMob->addModifier(Mod::MEVA, GetMagicEvasion(PMob));
// add traits for sub and main
battleutils::AddTraits(PMob, traits::GetTraits(mJob), mLvl);
battleutils::AddTraits(PMob, traits::GetTraits(PMob->GetSJob()), PMob->GetSLevel());
SetupJob(PMob);
SetupRoaming(PMob);
// All beastmen drop gil
if (PMob->m_EcoSystem == SYSTEM_BEASTMEN)
{
PMob->defaultMobMod(MOBMOD_GIL_BONUS, 100);
}
if (PMob->PMaster != nullptr)
{
SetupPetSkills(PMob);
}
PMob->m_Behaviour |= PMob->getMobMod(MOBMOD_BEHAVIOR);
if(zoneType == ZONETYPE_DUNGEON)
{
SetupDungeonMob(PMob);
}
else if(zoneType == ZONETYPE_BATTLEFIELD)
{
SetupBattlefieldMob(PMob);
}
else if(zoneType == ZONETYPE_DYNAMIS)
{
SetupDynamisMob(PMob);
}
if(PMob->m_Type & MOBTYPE_NOTORIOUS)
{
SetupNMMob(PMob);
}
if(PMob->m_Type & MOBTYPE_EVENT)
{
SetupEventMob(PMob);
}
if (PMob->CanStealGil())
{
PMob->ResetGilPurse();
}
if(PMob->m_Type & MOBTYPE_EVENT || PMob->m_Type & MOBTYPE_FISHED || PMob->m_Type & MOBTYPE_BATTLEFIELD ||
zoneType == ZONETYPE_BATTLEFIELD || zoneType == ZONETYPE_DYNAMIS)
{
PMob->setMobMod(MOBMOD_CHARMABLE, 0);
}
// Check for possible miss-setups
if (PMob->getMobMod(MOBMOD_SPECIAL_SKILL) != 0 && PMob->getMobMod(MOBMOD_SPECIAL_COOL) == 0)
{
ShowError("Mobutils::CalculateStats Mob (%s, %d) with special skill but no cool down set!\n", PMob->GetName(), PMob->id);
}
if (PMob->SpellContainer->HasSpells() && PMob->getMobMod(MOBMOD_MAGIC_COOL) == 0)
{
ShowError("Mobutils::CalculateStats Mob (%s, %d) with magic but no cool down set!\n", PMob->GetName(), PMob->id);
}
if (PMob->m_Detects == 0)
{
ShowError("Mobutils::CalculateStats Mob (%s, %d, %d) has no detection methods!\n", PMob->GetName(), PMob->id, PMob->m_Family);
}
}
void SetupJob(CMobEntity* PMob)
{
JOBTYPE mJob = PMob->GetMJob();
JOBTYPE sJob = PMob->GetSJob();
JOBTYPE job;
if (grade::GetJobGrade(mJob, 1) > 0) // check if mainjob gives mp
{
job = mJob;
}
else // if mainjob had no MP, use subjob in switch cases.
{
job = sJob;
}
// This switch falls back to a subjob if a mainjob isn't matched, and is mainly magic stuff
switch(job)
{
case JOB_BLM:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_GA_CHANCE, 40);
PMob->defaultMobMod(MOBMOD_BUFF_CHANCE, 15);
break;
case JOB_PLD:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_MAGIC_DELAY, 7);
break;
case JOB_DRK:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_MAGIC_DELAY, 7);
break;
case JOB_WHM:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_MAGIC_DELAY, 10);
break;
case JOB_BRD:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_GA_CHANCE, 25);
PMob->defaultMobMod(MOBMOD_BUFF_CHANCE, 60);
PMob->defaultMobMod(MOBMOD_MAGIC_DELAY, 10);
break;
case JOB_BLU:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
break;
case JOB_RDM:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_GA_CHANCE, 15);
PMob->defaultMobMod(MOBMOD_BUFF_CHANCE, 40);
PMob->defaultMobMod(MOBMOD_MAGIC_DELAY, 10);
break;
case JOB_SMN:
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 70);
PMob->defaultMobMod(MOBMOD_BUFF_CHANCE, 100); // SMN only has "buffs"
break;
case JOB_NIN:
PMob->defaultMobMod(MOBMOD_SPECIAL_COOL, 9);
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_BUFF_CHANCE, 20);
PMob->defaultMobMod(MOBMOD_MAGIC_DELAY, 7);
break;
default:
break;
}
// This switch is mainjob only and contains mainly non magic related stuff
switch(mJob)
{
case JOB_THF:
// thfs drop more gil
if (PMob->m_EcoSystem == SYSTEM_BEASTMEN)
{
// 50% bonus
PMob->defaultMobMod(MOBMOD_GIL_BONUS, 150);
}
break;
case JOB_RNG:
if ((PMob->m_Family >= 126 && PMob->m_Family <= 130) || PMob->m_Family == 328) // Gigas
{
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 658); // catapult only used while at range
}
else if (PMob->m_Family == 3) // Aern
{
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 1388);
}
else
{
// All other rangers
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 272);
}
PMob->defaultMobMod(MOBMOD_STANDBACK_COOL, 6);
PMob->defaultMobMod(MOBMOD_SPECIAL_COOL, 12);
PMob->defaultMobMod(MOBMOD_HP_STANDBACK, 70);
break;
case JOB_NIN:
if (PMob->m_Family == 3)
{
// aern
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 1388);
PMob->defaultMobMod(MOBMOD_SPECIAL_COOL, 12);
}
else if (PMob->m_Family != 335) // exclude NIN Maat
{
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 272);
PMob->defaultMobMod(MOBMOD_SPECIAL_COOL, 12);
}
PMob->defaultMobMod(MOBMOD_HP_STANDBACK, 70);
break;
case JOB_BST:
PMob->defaultMobMod(MOBMOD_SPECIAL_COOL, 70);
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 1017);
break;
case JOB_PUP:
PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 1901);
PMob->defaultMobMod(MOBMOD_SPECIAL_COOL, 720);
break;
case JOB_BLM:
// We don't want to do the mages stand-back part from subjob, so we have it here
PMob->defaultMobMod(MOBMOD_STANDBACK_COOL, 12);
PMob->defaultMobMod(MOBMOD_HP_STANDBACK, 70);
default:
break;
}
}
void SetupRoaming(CMobEntity* PMob)
{
uint16 distance = 10;
uint16 turns = 1;
uint16 cool = 20;
uint16 rate = 15;
switch(PMob->m_EcoSystem)
{
case SYSTEM_BEASTMEN:
distance = 20;
turns = 5;
cool = 45;
break;
default:
break;
}
// default mob roaming mods
PMob->defaultMobMod(MOBMOD_ROAM_DISTANCE, distance);
PMob->defaultMobMod(MOBMOD_ROAM_TURNS, turns);
PMob->defaultMobMod(MOBMOD_ROAM_COOL, cool);
PMob->defaultMobMod(MOBMOD_ROAM_RATE, rate);
if(PMob->m_roamFlags & ROAMFLAG_AMBUSH)
{
PMob->m_specialFlags |= SPECIALFLAG_HIDDEN;
// always stay close to spawn
PMob->m_maxRoamDistance = 2.0f;
PMob->setMobMod(MOBMOD_ROAM_DISTANCE, 5);
PMob->setMobMod(MOBMOD_ROAM_TURNS, 1);
}
}
void SetupPetSkills(CMobEntity* PMob)
{
int16 skillListId = 0;
// same mob can spawn as different families
// can't set this from the database
switch(PMob->m_Family)
{
case 383: // ifrit
skillListId = 715;
break;
case 388: // titan
skillListId = 716;
break;
case 384: // levi
skillListId = 717;
break;
case 382: //garuda
skillListId = 718;
break;
case 387: // shiva
skillListId = 719;
break;
case 386: // ramuh
skillListId = 720;
break;
case 379: // carbuncle
skillListId = 721;
break;
}
if (skillListId != 0)
{
PMob->setMobMod(MOBMOD_SKILL_LIST, skillListId);
}
}
void SetupDynamisMob(CMobEntity* PMob)
{
// no gil drop and no mugging!
PMob->setMobMod(MOBMOD_GIL_MAX, -1);
PMob->setMobMod(MOBMOD_MUG_GIL, -1);
// boost dynamis mobs weapon damage
PMob->setMobMod(MOBMOD_WEAPON_BONUS, 135);
((CItemWeapon*)PMob->m_Weapons[SLOT_MAIN])->setDamage(GetWeaponDamage(PMob));
// job resist traits are much more powerful in dynamis
// according to wiki
for(auto&& PTrait : PMob->TraitList)
{
Mod type = PTrait->getMod();
if(type >= Mod::SLEEPRES && type <= Mod::DEATHRES)
{
// give mob a total of x4 the regular rate
PMob->addModifier(type, PTrait->getValue() * 3);
}
}
}
void SetupBattlefieldMob(CMobEntity* PMob)
{
PMob->setMobMod(MOBMOD_NO_DESPAWN, 1);
// Battlefield mobs don't drop gil
PMob->setMobMod(MOBMOD_GIL_MAX, -1);
PMob->setMobMod(MOBMOD_MUG_GIL, -1);
// never despawn
PMob->SetDespawnTime(0s);
// do not roam around
PMob->m_roamFlags |= ROAMFLAG_EVENT;
PMob->m_maxRoamDistance = 0.5f;
if((PMob->m_bcnmID != 864) && (PMob->m_bcnmID != 704) && (PMob->m_bcnmID != 706))
{
// bcnmID 864 (desires of emptiness), 704 (darkness named), and 706 (waking dreams) don't superlink
// force all mobs in same instance to superlink
// plus one in case id is zero
PMob->setMobMod(MOBMOD_SUPERLINK, PMob->m_battlefieldID);
}
}
void SetupDungeonMob(CMobEntity* PMob)
{
}
void SetupEventMob(CMobEntity* PMob)
{
// event mob types will always have custom roaming
PMob->m_roamFlags |= ROAMFLAG_EVENT;
PMob->m_maxRoamDistance = 0.5f; // always go back to spawn
PMob->setMobMod(MOBMOD_NO_DESPAWN, 1);
}
void SetupNMMob(CMobEntity* PMob)
{
JOBTYPE mJob = PMob->GetMJob();
uint8 mLvl = PMob->GetMLevel();
PMob->setMobMod(MOBMOD_NO_DESPAWN, 1);
// NMs cure earlier
PMob->defaultMobMod(MOBMOD_HP_HEAL_CHANCE, 50);
PMob->defaultMobMod(MOBMOD_HEAL_CHANCE, 40);
// give a gil bonus if accurate value was not set
if (PMob->getMobMod(MOBMOD_GIL_MAX) == 0)
{
PMob->defaultMobMod(MOBMOD_GIL_BONUS, 100);
}
if(mLvl >= 25)
{
if(mJob == JOB_NIN)
{
PMob->setMobMod(MOBMOD_DUAL_WIELD, 1);
}
if(mJob == JOB_WHM)
{
// whm nms have stronger regen effect
PMob->addModifier(Mod::REGEN, mLvl/4);
}
}
}
void RecalculateSpellContainer(CMobEntity* PMob)
{
// clear spell list
PMob->SpellContainer->ClearSpells();
//insert the rest of the spells
for (std::vector<MobSpell_t>::iterator it = PMob->m_SpellListContainer->m_spellList.begin(); it != PMob->m_SpellListContainer->m_spellList.end(); ++it)
{
if (PMob->GetMLevel() >= (*it).min_level && PMob->GetMLevel() <= (*it).max_level)
{
PMob->SpellContainer->AddSpell((*it).spellId);
}
}
}
/* Gets the available spells for the specified monster.
*/
void GetAvailableSpells(CMobEntity* PMob) {
//make sure the mob actually has a spell list
if (PMob->m_SpellListContainer == nullptr)
{
return;
}
// catch all non-defaulted spell chances
PMob->defaultMobMod(MOBMOD_MAGIC_COOL, 35);
PMob->defaultMobMod(MOBMOD_GA_CHANCE, 35);
PMob->defaultMobMod(MOBMOD_NA_CHANCE, 40);
PMob->defaultMobMod(MOBMOD_BUFF_CHANCE, 35);
PMob->defaultMobMod(MOBMOD_HEAL_CHANCE, 40);
PMob->defaultMobMod(MOBMOD_HP_HEAL_CHANCE, 40);
RecalculateSpellContainer(PMob);
// make sure mob has mp to cast spells
if(PMob->health.maxmp == 0 && PMob->SpellContainer != nullptr && PMob->SpellContainer->HasMPSpells())
{
ShowError("mobutils::CalculateStats Mob (%u) has no mp for casting spells!\n", PMob->id);
}
}
void SetSpellList(CMobEntity* PMob, uint16 spellList)
{
PMob->m_SpellListContainer = mobSpellList::GetMobSpellList(spellList);
RecalculateSpellContainer(PMob);
}
void InitializeMob(CMobEntity* PMob, CZone* PZone)
{
// add special mob mods
// this only has to be added once
AddCustomMods(PMob);
PMob->m_Immunity |= PMob->getMobMod(MOBMOD_IMMUNITY);
PMob->defaultMobMod(MOBMOD_SKILL_LIST, PMob->m_MobSkillList);
PMob->defaultMobMod(MOBMOD_LINK_RADIUS, 10);
PMob->defaultMobMod(MOBMOD_TP_USE_CHANCE, 30);
PMob->defaultMobMod(MOBMOD_SIGHT_RANGE, (int16)CMobEntity::sight_range);
PMob->defaultMobMod(MOBMOD_SOUND_RANGE, (int16)CMobEntity::sound_range);
// Killer Effect
switch (PMob->m_EcoSystem)
{
case SYSTEM_AMORPH: PMob->addModifier(Mod::BIRD_KILLER, 5); break;
case SYSTEM_AQUAN: PMob->addModifier(Mod::AMORPH_KILLER, 5); break;
case SYSTEM_ARCANA: PMob->addModifier(Mod::UNDEAD_KILLER, 5); break;
case SYSTEM_BEAST: PMob->addModifier(Mod::LIZARD_KILLER, 5); break;
case SYSTEM_BIRD: PMob->addModifier(Mod::AQUAN_KILLER, 5); break;
case SYSTEM_DEMON: PMob->addModifier(Mod::DRAGON_KILLER, 5); break;
case SYSTEM_DRAGON: PMob->addModifier(Mod::DEMON_KILLER, 5); break;
case SYSTEM_LIZARD: PMob->addModifier(Mod::VERMIN_KILLER, 5); break;
case SYSTEM_LUMINION: PMob->addModifier(Mod::LUMORIAN_KILLER, 5); break;
case SYSTEM_LUMORIAN: PMob->addModifier(Mod::LUMINION_KILLER, 5); break;
case SYSTEM_PLANTOID: PMob->addModifier(Mod::BEAST_KILLER, 5); break;
case SYSTEM_UNDEAD: PMob->addModifier(Mod::ARCANA_KILLER, 5); break;
case SYSTEM_VERMIN: PMob->addModifier(Mod::PLANTOID_KILLER, 5); break;
default: break;
}
if (PMob->m_maxLevel == 0 && PMob->m_minLevel == 0)
{
if (PMob->getZone() >= 1 && PMob->getZone() <= 252)
{
ShowError("Mob %s level is 0! zoneid %d, poolid %d\n", PMob->GetName(), PMob->getZone(), PMob->m_Pool);
}
}
}
/*
Loads up custom mob mods from mob_pool_mods and mob_family_mods table. This will allow you to customize
a mobs regen rate, magic defense, triple attack rate from a table instead of hardcoding it.
Usage:
Evil weapons have a magic defense boost. So pop that into mob_family_mods table.
Goblin Diggers have a vermin killer trait, so find its poolid and put it in mod_pool_mods table.
*/
void LoadCustomMods()
{
// load family mods
const char QueryFamilyMods[] = "SELECT familyid, modid, value, is_mob_mod FROM mob_family_mods;";
int32 ret = Sql_Query(SqlHandle, QueryFamilyMods);
if(ret != SQL_ERROR && Sql_NumRows(SqlHandle) != 0)
{
while(Sql_NextRow(SqlHandle) == SQL_SUCCESS)
{
ModsList_t* familyMods = GetMobFamilyMods(Sql_GetUIntData(SqlHandle,0), true);
CModifier* mod = new CModifier(static_cast<Mod>(Sql_GetUIntData(SqlHandle,1)));
mod->setModAmount(Sql_GetIntData(SqlHandle,2));
int8 isMobMod = Sql_GetIntData(SqlHandle,3);
if(isMobMod == 1)
{
familyMods->mobMods.push_back(mod);
}
else
{